Anything is possible if you believe.
Well, ALMOST anything. Anyway, KnightedSkull is on GM control unless he posts before I finish writing this turn.
Muwahahaha: (You paranoid sunovagun)
You attempt to immunize yourself against sicknesses.
{} All forms of (harmful) bacteria and viruses are now completely irrelevant to your super-awesome +17 Immune System of Paranoia. (Ok it's not actually +17 but you get the idea)
Zasit Alebath:
You think bad things about the orcs and their lineage. Then you refrain from attacking the orcs because they're dead and that's... just... weird.
Digital Hellhound:
You sever the Orc2's head, and
{} pick up its foot. You 'T'ravel northeast to RandomFunk, the Weird Pit of Mystery. You are now standing outside the cave. *Quest Mode* *1 QP*
Luke_Prowler: (maybe if you ditched the spear you could USE the sword
)
You look around for metal equipment that nobody would want,
{} but you don't seem to be able to find any. You shrug, and give your arrows to Errol (because he's totally likely to run out soon). You then attempt to skin Orc1.
{} The universe bends around you slightly as you work, and when you are done, the orc's skin is gone and you are holding a cat's hide.
Errol:
You remember to try and take the Orc3's choppa.
{} Then Luke_Prowler skinning another orc distracts you and you forget again. You shake your head, remove your leather armor, and
{} take Orc3's chainmail. You put it on.
{} You teleport to the entrance of the castle and look around for stuff. You see some plants. Like... trees... and bushes... and grass. Useless plants.
Katsuun:
You attempt to get to the cave as fast as you can... by creating a wormhole.
{} You succeed, but wormholes are slightly unstable, and it sucks you in and disappears. You appear in front of the cave, right next to a slightly surprised Digital. *Quest Mode* *1 QP* Meanwhile, your Water Elemental
{} attacks Inaluct's Plastic Golem!
{} {} It misses.
Inaluct:
You renew your mental control over your golem. It is now passive once again, even if it is slightly miffed at KWE for attacking it.
KnightedSkull (GM control):
You 'T'ravel northeast to RandomFunk, the Weird Pit of Mystery. *Quest Mode* *1 QP*
Situation: Digital, Katsuun, and KnightedSkull are standing outside of a cave, which radiates some kind of strange magical energy. You can hear the thundering footsteps of Sraxxakex, the Blue Dragon from deep within the cave. Closer to your position, you hear skittering noises... Three antmen emerge from the cave!
Then a boulder rolls down the mountain! It rolls straight towards
{} Digital! Digital rolls to dodge!
{} Except he doesn't... roll around or dodge, that is.
{} {} The Rolling Stone harms his arm!
Zasit Alebath rolls to recover (left arm): 5: Your arm is fine again!
Zasit Alebath rolls to recover (torso): 1: Your derogatory thoughts towards the orcs give you bad karma, and more of your ribs collapse! Your torso is now mangled.
Digital Hellhound rolls to recover (face): 2: Nope. Your face is still bruises.
Digital Hellhound rolls to recover (left arm): 6: Your arm is now bruised.
Katsuun rolls to recover: 2: Nothing happens.
Antman1:
-Not injured
-Lots of legs (Body Part Selection is 1d10)
-Innate 1DR
Antman2:
-Not injured
-Lots of legs (Body Part Selection is 1d10)
-Innate 1DR
Antman3:
-Not injured
-Lots of legs (Body Part Selection is 1d10)
-Innate 1DR
-???
Not injured.
Skills:
-Legendary Mutater (+3 to rolls)(anticipation)(can prevent others from using mutation, once every 2 turns)
-Novice Pickuper: 3/4 exp
-Unskilled Fire Caster: 1/2 exp
-Unskilled Dodger: 1/2 exp
Spells Known:
Mutate: You attempt to change a creature.
Inventory:
-Clothing (worn)
-Dragonhide Leggings (worn)(1 AR, 1 DR, both legs)(+1 magic resist)
-Dragonhide Gauntlets (worn)(1 AR, 1 DR, both arms)(+1 magic resist)
-A magic robe (worn)(+1 to magic rolls)
-A staff (held)(+1 to magic rolls)
-An amulet (worn)(+1 magic)
-A backpack (worn), containing:
nothing!
Other:
-You have collapsable wings. Can be used for flight.
-You require less oxygen, but still have an incredible respiratory system for pumping adrenaline and white blood cells. (1 AB, 1 AR)(+1 regeneration)(hard to suffocate)
-Your skin is dragonhide (1 AR, 2 DR, +1 to magic resistance (except spells you would consider beneficial)
-Your brain has IMMENSE processing power! (Immune to surprise, auto success on solving puzzles, +1 to checks involving knowledge like construction)
-you are immune to mentally damaging stimuli (bright lights, pain, loud noises, even creepy-crawlies!)
-Your immune system is INSAYN. You are impervious to any and every disease known to humankind, as well those that aren't. Known. To humankind. Yeah.
-MANDATE: Successful Dodge: 0/1
Wounds:
-Torso is mangled
-Status Effect: Pain (-1 to rolls)
Skills:
-Competent Pickuper: 0/6 exp (+1 to rolls)
-Unskilled Searcher: 1/2 exp
-Competent Axeman: 3/6 exp (+1 to action and damage rolls)
-Novice medic: 1/4 exp
-Unskilled Ambusher: 1/2 exp
-Unskilled Thrower: 1/2 exp
Techniques:
-Running backhand: attacks enemy from behind (bypasses opponent's AR of held equipment)(1 DB)(usable once/2 turns)
Inventory:
-Clothes (worn)
-plate mail (worn)(1 AR, 2 DR, body)
-A battleaxe (+1 DB)(held)
-A *steel kite shield* (held)(1 AR)
-A backpack (worn), containing:
-a vial, labeled with a fire symbol
-a vial, labeled with a ice symbol
Wounds:
-Face is bruised
-Left Arm is bruised
Skills:
-Accomplished Healer: 4/8 exp (+1 to rolls)(anticipation)
-Novice Pickuper: 0/4 exp
-Novice Focuser: 1/4 exp
-Novice Mutator: 2/4 exp
-Novice Fire Caster: 1/4 exp
-Unskilled Ice Caster: 1/2 exp
Spells Known:
-Heal: You try to cure one target's wounds.
-Group Heal: You try to heal the wounds of all your teammates near you (needs to be charged for one turn)
-Fireball: Fire-elemental ranged attack. Lights body part on fire.
-Mutate: You attempt to change a creature.
-Lightning Bolt: Lightning-elemental attack, causes shock (target takes -1 to action rolls)
-Freeze: Ice-elemental attack, performs a Versus roll to freeze target solid for a turn.
Inventory:
-Clothing (worn)
-Iron Chain Mail (worn)(1 AR, 1 DR, body)
-Staff (held)(+1 magic)
-An orc's foot (held)
-Other:
-1 QP
Not injured.
Skills:
-Accomplished Pickuper: 6/8 exp (+1 to rolls)(anticipation)
-Competent Swordsman: 0/6 exp (+1 to action and accuracy rolls)
-Novice Thrower: 1/4 exp
-Novice Woodcrafter: 1/4 exp
-Novice Leatherer: 2/4 exp
-Novice Searcher: 2/4 exp
Techniques:
-Battojutsu: extra fast sword strike (bypasses enemies' AR from held equipment)(1 DB)(usable once every two turns)
Inventory:
-Clothes (worn)
-Leather armor (worn)(1 DR, body)
-Iron buckler (held)(1 AR)
-Iron cap (worn)(1 AR, head)
-A +1 Sword (sheathed)(2 DB)
-A wooden spear (held)(1 AB)(pole arm)
-A bundle of 8 throwing knives (strapped to leg)(1 AB)(ranged)
-Goggles of Minute Seeing (worn)(+1 to rolls involving small stuff... like crafting or lockpicking)
-A backpack (worn), containing:
-A well-tanned orc hide (can be made into leather equipment, basically anything except body armor)(coloured blood red)
-"How to Not Suck at Tanning Hides"
-A scroll (SERIOUSLY READ IT)
-A dragonhide armor (1 AR, 1 DR, body when worn)(-1 magic, +1 magic resist when worn)
-A cathide
Not Injured.
Skills:
-Accomplished Pickuper: 0/8 exp (+1 to rolls)(anticipation)
-Novice Trapmaker: 0/4 exp
-Novice Marksman: 0/4 exp
-Competent Polearm User: 2/6 exp (+1 to action and accuracy rolls)
-Novice Rester: 1/4 exp
-Unskilled Searcher: 1/2 exp
-Unskilled Ambusher: 1/2 exp
-Competent Teleporter: 4/6 exp (+1 to rolls)
-Unskilled Ninja: 1/2 exp
Techniques:
-Flurry of Strikes: 1-3 strikes with your weapon, leaves you tired. Rolls
-Wallwalking: You can walk on walls/ceilings
Inventory:
-Clothing (except your left shoe)(worn)
-Dragonhide left boot (worn)(1 AR, 1 DR, left leg)(-.5 to magic, +.5 to magic resist)
-A quiver of 38 sharp arrows (worn)(2 DB when shot, can be thrown as a bonus-less ranged attack)
-A quiver of 40 arrows (worn)(ammo for bow)
-Chainmail (worn) (1 AR, 1 DR, body)
-A feather hat (worn)
-A backpack(worn), containing:
-4 healing potions (guarantees regeneration roll of 6)
-a shortbow (ranged)
Wounds:
-Nose is bruised
Skills:
-Novice Pickuper: 2/4 exp
-Novice Diviner: 0/4 exp
-Novice Trapmaker: 1/4 exp
-Unskilled Smotherer: 1/2 exp
-Unskilled Ice Caster: 1/2 exp
-Competent Time/Space Bender: 1/6 exp (+1 to rolls)
-Novice Summoner: 0/4 exp
-Unskilled Lightning Caster: 1/2 exp
Spells Known:
-Scry: You attempt to view another part of the world.
-Wave of Cold: You shoot a wave of cold (very cold) air at someone. (+1 damage, extinguishes fire, solidifies water)
-Paradox: You attempt to turn something or someone into a paradox.
-Summoning: You attempt to summon a creature of your choice to do your bidding. Larger or powerful creatures will require a turn to charge.
-Reality Bending: You attempt to make a minor change in reality, such as how big something is.
-Electrocute: target has trouble moving from electrocuted nerves, and must roll to resist damage until it wears off (number of turns decided upon hit)
Items:
-Clothing (worn)(shirt is missing a strip)
-A backpack (worn), containing:
-3 healing potions (guarantees 6 on regeneration roll when drunk)
-A vial of Alchemist Fire (ignites on contact with air, can be used as a throwing weapon or to enhance a weapon)
Other:
-1 QP
-You have (more or less) achieved technological singularity. You can analyze and manipulate technology amazingly well. (+1 to skills and experience gain involving you using anything at least a complex as a crossbow)
Not injured.
Skills:
-Novice Water Gunner: 2/4 exp
-Novice Wrestler: 0/4 exp
Techniques:
-Water gun: Shoots pressurized water as an attack. Prevents enemy from countering.
Notes:
-innate 2 DR, 1 AP, and enemies get +1 to accuracy against it
-1 DR against fire
-can absorb water
Wounds:
-No right arm
-Status Effect: Pain (-1 to rolls)
Skills:
-Competent Pickuper: 4/6 exp (+1 to rolls)
-Novice Mind Controller: 0/4 exp
-Novice Searcher: 0/4 exp
-Unskilled Trapmaker: 1/2 exp
-Novice Thrower: 1/4 exp
-Unskilled Ambusher: 1/2 exp
-Unskilled Polearm User: 1/2 exp
-Unskilled Golem Maker: 1/2 exp
-Novice Plastic-er : 2/4 exp
Spells Known:
-Lesser Mind Control: Attempts to bring an NPC under your control.
-Golem Creation: Attempts to turn a nearby material (earth, water, etc) into a golem of that material.
Inventory:
-Clothing (worn)
-A boomerang (ranged)(held)
-A staff (+1 magic)(held)
-A sword, sheathed (1 AB, 1 DB in melee)
-A plastic-working knife (held)
-A Plastic Projectile Propeller (held)(shoots anything ammunition-sized)
Notes:
-You are carrying four things. You can't fight decently with any of them, but you can use them for other things if you have enough time and free space to set stuff down.
Not injured.
Skills:
-Novice Wrestler: 2/4 exp
Notes:
-1 DR
-Immune vs water
Not injured.
Skills:
-Competent Pickuper: 0/6 exp (+1 to rolls)
-Novice Polearm User: 2/4 exp
Inventory:
-Clothing (worn)
-Dragonhide boots (worn)(1 AR, 1 DR, legs)(-1 to magic, +1 to magic resist)
-Electrically charged plate mail (worn)(1 AR, 2 DR, body)(shocks attackers)
-A dragonhide cap (worn)(1 AR, 1 DR, head)(+1 magic resistance)
-A choppa (held)(polearm)(1 AB, 1 DB)
Other:
-1 QP
Hopefully you all noticed, but I've introduced a Quest mode system. This is basically The King's/The Universe's/Karma's/Fate's/my way of tracking how much you do over the course of a quest. Obviously you don't get any QP by not participating. You use the QP to buy stuff or ask the king and townspeople for favors.
And if I messed up somewheres say so.